This website stores cookies on your computer. These cookies are used to improve your website experience and provide more personalized services to you, both on this website and through other media.
Accept
EdTechReviewEdTechReview
  • News
  • Trends
  • Insight
  • eLearning
  • Research
  • Dictionary
  • EdTech Voices
  • More
    • Data & Statistics
    • Reviews
    • AWS for Education
    • Events

    Resources

    • Infographics
    • Reports & Case Studies
    • Videos
    • Books
    • Webinar

    Needs

    • 1:1 Learning
    • 21st Century Education
    • 21st Century Leadership
    • 21st Century Learning
    • 21st Century Teaching
    • 3D Printing
    • More Tags

    For

    • Students
    • Teachers/Educators
    • Administrators
    • Entrepreneurs/Startups
    • Govt. Officials/Policymakers
    • Parents
Explore
Search
Contribute
  • Submit A Post
  • EdTech Trainers and Consultants
  • Your Campus EdTech
  • Your EdTech Product
  • Your Feedback
  • Your Love for Us
  • EdTech Product Reviews
ETR Resources
  • About
  • Medicine
  • Mission/Vision
  • Children
  • Team
  • Coronavirus
  • Services
  • Nutrition
  • Testimonials
  • Disease
  • Authors
  • Sponsor
  • Stars
  • Partner
  • Screen
  • Advertise
  • Culture
  • Our Clients
  • Media
  • Media Kit
  • Videos
  • Press Release
  • FAQ’S
Reading: Gamification in the Classroom: Beyond Badges
Aa
EdTechReviewEdTechReview
Aa
Search
  • News
  • Trends
  • Insight
  • eLearning
  • Reviews
  • Dictionary
  • EdTech Voices
  • Data & Statistics
  • Research
  • AWS for Education
  • Events
  • Voices
Follow US
EdTechReview > Trend & Insight > Trends > Gamification in the Classroom: Beyond Badges
Trends

Gamification in the Classroom: Beyond Badges

Geraldine
Geraldine Published November 1, 2017
Share
6 Min Read
Gamification in the Classroom: Beyond Badges
Gamification in the Classroom: Beyond Badges
SHARE

Albert Einstein saw games as avenues for something more profound than child’s play.

AdvertisementWhy this Ad?
AdvertisementWhy this Ad?

With armies of spotty faced kids holed up in cyber cafes (sometimes even playing till they drop dead and students today embodying the curious paradox of having short attention spans but possessing the superhuman ability to process information from several channels at a time (while texting on their phones), implementing game mechanics as opposed to “What do I need to do to get an A?” in schools or home tuition theoretically might not seem like such a bad idea.

The trend we’ve been seeing rise and fall is called gamification, a word that, according to Merriam Webster’s online dictionary, wasn’t even in use until 2010.

Science shows us that reward centers in the brain light up when a level is completed or that pesky big boss or little boss is defeated, however, unlike a large majority of newfangled ideas, gamification, or specifically the half-hearted attempts at ‘video gaming’ education have fallen short.

Why is that?

Classroom broken? Slap a badge on it!

 gamification-beyond-badges

Image taken from Mansfield ISD Educational Technology

Experts the world over have cracked their heads trying to get kids as engrossed in their lessons as they are in Counter-Strike or Dota.

Findings from a research study coming out of New York University caution against becoming too focused on the learning outcomes of games at the expense of interest and motivation.

The sad (and pretty obvious) reality here is that not many educators seem to grasp why people play games, hint: it’s not to learn stuff.

Games are (sometimes extremely) challenging and stressful activities that we do for FUN. We play games to relax and I’ll tell you from experience, some of the games these kids play (to relax) have controls that are more complicated than an F-16 fighter jet.

Kids are willing to pick up some amazing abilities and skills as well as go through some intense processes and mental gymnastics (have you ever tried torrenting and then cracking a game? I’ve seen it being done and it is messed up!) just to get their fix of fun.

Badges, points and rewards as well as other extrinsic motivators are today positioned as key ingredients of gamification, resulting in a bevy of plastic carrot-and-stick mechanisms, trying to entice motivation through some gimmicky reward.

As John Spencer, an education writer and teacher in Phoenix puts it. “the novelty wears off quickly” and when the badges weren’t enough, he soon found that he had to add a second layer of rewards.

New challenger has arrived

Rather than superficially coating game mechanics onto an education product (such as a lesson plan) or getting lost in convoluted technological processes, (I can award badges and publish points directly to the students profile with one click!) and expecting kids to respond with the same steam (this is an insider pun directed at gamers) as a round of Ghost Recon or GTA San Andreas, maybe we as educators should take a step back.

Speaking as a hardcore Payday 2 fan and someone who practically built an entire eLearning virtual classroom application by hand (with Mozilla open badges at its core), let me make one thing clear. I am NOT anti-gamification.

What I am arguing for is a re-evaluation (and maybe even a fresh re-naming) of the gamification concept.

With gamification in education mostly going the way of IoT (The Internet of Things), implementation has been nothing to shout out (at best) and at worst a complete and utter waste of money and resources.

Image taken from DOTABUFF

As Kathy Sierra, a popular game developer, author and technology blogger states, “A well-designed game only deploys certain mechanics to support an intrinsically rewarding experience”.

Game Elements

Kathy Sierra recommends that educators “Try to find what is inherently interesting in a subject and exploit that.”

So what’s my take on it?

Concept: It has to begin with a strong narrative and experiential structure, bringing the player on an amazing and downright addictive journey.

More than one life and level up: There’s a reason why most video games give you more than one life. Progressing through the game is intrinsically a learning process in itself. Many of the best games also create a reason to keep coming back to the game by making your character level up (often changing appearance) as you progress through the game.

Multiplayer rocks: Ever since the first Daytona arcade machines actually allowed you to race side by side with your friends, the multiplayer experience has been an integral part of many (especially online) games. Sharing a multiplayer experience with your friends provides something to talk/laugh about and solidifies a shared, collective bond. Some of the most popular (particularly mobile device based) games allow players to trade, buy or sell items relevant to progressing in the game.

TAGGED: 21st Century Teaching, Badges, Gamification, Students, Teachers/Educators, Tips for Teachers/Educators, Tools for Students, Tools for Teachers/Educators
Share This Article
Facebook Twitter Whatsapp Whatsapp LinkedIn Reddit Telegram Email Copy Link
Previous Article Scaffolding Types and What They Mean? Scaffolding Types and What They Mean?
Next Article Using Moodle Platform for Online Teaching 8 Great Moodle Plugins That Accelerate Workflow and Grading
AdvertisementWhy this Ad?

Latest EdTech News To Your Inbox

Stay Connected

Facebook Twitter Youtube Instagram Linkedin




AdvertisementWhy this Ad?
AdvertisementWhy this Ad?

Latest EdTech News To Your Inbox

Stay Connected

Facebook Twitter Youtube Instagram Linkedin
AdvertisementWhy this Ad?

You Might Also Like

The Future of Higher Education: Navigating the Path Ahead
Insight

The Future of Higher Education: Navigating the Path Ahead

July 18, 2023
CD2 Learning Collaborates With Iorad to Offer eLearning & Training Solutions
News

CD2 Learning Collaborates With Iorad to Offer eLearning & Training Solutions

July 14, 2023
Self-Directed Learning: Unleashing the Potential of Today's Students
Insight

Self-Directed Learning: Unleashing the Potential of Today’s Students

July 7, 2023
Netherlands-Based Archipel Academy Acquires Corporate Learning Platform Quofox
News

Netherlands-Based Archipel Academy Acquires Corporate Learning Platform Quofox

July 5, 2023
Storytelling in Nursery Schools: Igniting a Love for Books and Language
Insight

Storytelling in Nursery Schools: Igniting a Love for Books and Language

July 3, 2023
95% Pofessionals Are Confident of Pivoting Career Opportunities Post Upskilling: Simplilearn Survey
Trends

95% Professionals Are Confident of Pivoting Career Opportunities Post Upskilling: Simplilearn Survey

June 21, 2023
The Latest Trends and Their Impact on Medical Education
Insight

The Latest Trends and Their Impact on Medical Education

June 20, 2023
Education Among Top Priorities for Indians: Emeritus Global Workplace Skills Study 2023
Trends

Education Among Top Priorities for Indians: Emeritus Global Workplace Skills Study 2023

June 14, 2023
Show More
EdTechReviewEdTechReview

H433, 2nd Floor, Vikaspuri, New Delhi, India, 110018
Phone: 011 41321030

Follow US

Copyright © EdTechReview. All Rights Reserved.

  • Home
  • Advertise
  • Event Associations
  • Press Release
  • About
  • Services
  • Contribute
  • News
  • Trend & Insight
  • Data & Statistics
  • eLearning
  • Reviews
  • Research
  • Voices
  • Dictionary
  • Tags
  • Resources
  • Events
  • Courses
  • EdTech Product for Review
  • Our Clients
  • FAQ’S
  • Contact Us
  • Important Links
  • Sitemap
  • Terms of Use
  • Privacy Policy
newsletter
Join 100K+ subscribers!

Subscribe to our weekly newsletter that brings the latest EdTech news, trends, insights, reports, interviews, etc. for educators, school leaders, entrepreneurs, investors, & others.

Zero spam, Unsubscribe at any time.
Welcome Back!

Sign in to your account

Lost your password?